using UnityEngine; using System.Collections; using UnityEngine.UI; using AX.TrackRecord; public class TianQi : MonoBehaviour { public static TianQi Instance; [HideInInspector] public GameObject ShowTianQi_,QiWen,FengLi;//气象图集 public GameObject Snow, Rain;//预制体粒子效果 public Image TianQiSprite;//天气图集动态更换 [HideInInspector] public InputField Input_WenDu,Input_FengLi,Input_FengXiang;//输入框 public Text WenDu_Text,FengXiang_Text,FengLi_Text,weather_text;//温度风向风力文字修改 [HideInInspector] public string tq = "qing"; public Dropdown poplist; public GameObject light_; private GameObject camera_; public Material BaiTian; public Material YuYe; private WeatherAttribute weatherAttri; public WeatherAttribute WeatherAttribute { set { weatherAttri = new WeatherAttribute(); weatherAttri = value; //TianQiSprite.sprite = weatherAttri.TheWeather; WenDu_Text.text = weatherAttri.TheTemperature; FengLi_Text.text = weatherAttri.TheWindPower; FengXiang_Text.text = weatherAttri.TheWindDirection; weather_text.text = weatherAttri.TheWeathertext; SetWeather(weather_text.text); } get { weatherAttri = new WeatherAttribute(); //weatherAttri.TheWeather = TianQiSprite.spriteName; weatherAttri.TheTemperature = WenDu_Text.text; weatherAttri.TheWindPower = FengLi_Text.text; weatherAttri.TheWindDirection = FengXiang_Text.text; weatherAttri.TheWeathertext = weather_text.text; return weatherAttri; } } public void SetWeather(string weather) { switch (weather) { case "qing": QingTian(); break; case "xiaoyu": XiaoYu(); break; case "xiaoxue": XiaoXue(); break; case "Yin": Yin(); break; } } void Awake() { if (Instance == null) { Instance = this; } } //天气显示面板 public void ShowTianQi() { Debug.Log("ShowTianQi"); Allfalse(); ShowTianQi_.SetActive(true); } public void Allfalse (){ ShowTianQi_.SetActive(false); QiWen.SetActive(false); FengLi.SetActive(false); } public void CloseTianQi() { ShowTianQi_.SetActive(false); } //温度面板 public void ShowWenDu() { Allfalse(); QiWen.SetActive(true); } public void CloseWenDu() { QiWen.SetActive(false); } //温度 public void WenDuWin() { WenDu_Text.text = Input_WenDu.onValidateInput.ToString(); } //风力 public void ShowFengLi() { Allfalse(); FengLi.SetActive(true); } public void CloseFengLi() { FengLi.SetActive(false); } public void ShowFengLiWin() { FengXiang_Text.text = poplist.value.ToString(); FengLi_Text.text = Input_FengLi.onValidateInput.ToString(); } //晴 public void QingTian() { Snow.SetActive(false); Rain.SetActive(false); //TianQiSprite.spriteName = "晴"; camera_.GetComponent().material = BaiTian; light_.GetComponent().color = new Color(1,0.943f,0.757f,1); tq = "qing"; } //雪 public void XiaoXue() { Snow.SetActive(true); Rain.SetActive(false); //TianQiSprite.spriteName = "小雪"; camera_.GetComponent().material =YuYe; light_.GetComponent().color = new Color(0,0,0,1); tq = "xiaoxue"; } public void Yin() { Snow.SetActive(false); Rain.SetActive(false); camera_.GetComponent().material = YuYe; light_.GetComponent().color = new Color(0, 0, 0, 1); } //小雨 public void XiaoYu() { Snow.SetActive(false); Rain.SetActive(true); camera_.GetComponent().material = YuYe; light_.GetComponent().color = new Color(0, 0, 0, 1); //TianQiSprite.spriteName = "小雨"; tq = "xiaoyu"; } void Start () { //Input_WenDu.value=WenDu_Text.text ; //Input_FengLi.value = FengLi_Text.text; //Input_FengXiang.value = FengXiang_Text.text; Rain = GameObject.Find("RainSnow Prefab").transform.Find("Rain").gameObject; Snow = GameObject.Find("RainSnow Prefab").transform.Find("Snow").gameObject; camera_ = GameObject.Find("Main Camera"); //light = GameObject.Find("Directional light"); } public void SetWeather(string weather,string tempreture, string fengLi, string fengXiang ) { WenDu_Text.text = tempreture; FengXiang_Text.text = fengXiang; FengLi_Text.text = fengLi; switch (weather) { case "qing": QingTian(); break; case "xiaoyu": XiaoYu(); break; case "xiaoxue": XiaoXue(); break; } } }